Pale Raider Goblin + Basic AI Controller View on Asset Store (opens in new tab)

Package details

Latest version
1.0
Last updated
First released
Unity version
6000.4.3 or later
Package size
2.1 MB
Files
23
Views in the past week
17

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Pale Raider Goblin + Basic AI Controller

by Meshborn (opens in new tab)

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Stylized low-poly goblin enemy with a drop-in C# AI controller. 4 animations, FSM with patrol/chase/attack/dead states, NavMesh-based, Mecanim-compatible. URP.

Price $35.00

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Price history

Last 6 months

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Price history for Pale Raider Goblin + Basic AI Controller, 6 months Current $35.00; lowest $35.00; highest $35.00 in this period. $0 $25 $50 Jul Aug Sep Oct Nov

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Pale Raider Goblin + Basic AI Controller screenshot 1

Pale Raider Goblin + Basic AI Controller screenshot 1

About this asset

Pale Raider Goblin is a stylized low-poly enemy with a built-in AI controller, ready to drop into your Unity project. One prefab, one NavMesh bake, one tag on your player — and you have a working enemy in under five minutes.

WHAT'S INCLUDED

- Stylized low-poly goblin — 3,056 triangles, hand-painted 2K texture atlas, single material.

- Spear prop attached to the right hand.

- Mecanim-compatible humanoid rig.

- 4 animations — Idle (loop), Walk (loop), Attack, Death.

- AI Controller in C# — three clean scripts (GoblinAIController, GoblinSenses, GoblinPatrolPath) implementing a finite state machine: Idle → Patrol → Chase → Attack → Dead.

- Patrol path system with Loop, PingPong, and Once modes, visualized with Gizmos in the editor.

- Vision cone with field-of-view detection and obstacle line-of-sight raycasting.

- Demo scene with player placeholder and three goblins on independent patrol paths.

- Full documentation in English and Spanish.

QUICK START

1. Import the package into your project.

2. Drag Goblin.prefab into your scene.

3. Bake a NavMesh on your level geometry.

4. Tag your player GameObject with the "Player" tag.

5. Press Play.

The goblin will idle, transition to patrol if it has a path assigned, chase your player on detection, attack when in range, and die when its HP reaches zero. Damage is applied via a single TakeDamage(int) call from your own combat code.

CONFIGURATION

All stats exposed in the Inspector — health, attack damage, attack cooldown, view distance, view angle, attack range, memory duration. No code changes needed for typical use.

COMPATIBILITY

- Unity 6.0 LTS or newer (tested on Unity 6.4).

- URP.

- Standalone PC, mobile-friendly, WebGL-compatible.

From the publisher's Asset Store listing.

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.4.3f1 Not listed Compatible Not listed

As listed on the Asset Store.